TIER1	TIER2	TIER3	EQUIPMENT	WEAPON
Air	Air	Air	Air Guard (On-Hit, DC 35 Trip or 30-second haste)	Air Guard (On-Hit, DC 35 Trip or 30-second haste)
Earth	Earth	Earth	Earthgrab Guard (On-Hit, Reflex DC 35, Held Auto-Crit)	Earthgrab (On-Hit, Reflex DC 35, Held Auto-Crit)
Fire	Fire	Fire	Incineration Guard (~5% hits for 261-321 damage)	Incineration (On hit, there is a Chance of approx. 300 fire damage)
Negative	Negative	Negative	Slay Living Guard (On-Hit, DC 30 Fortitude Save, Does 3d6)	Slay Living (On-Hit, DC 30 Fortitude Save, Does 3d6)
Positive	Positive	Positive	Greater Disruption Guard (~3% On-Hit, Will Save or Destroy Undead)	Greater Disruption (~3% On-Hit, Will Save or Destroy Undead)
Water	Water	Water	Crushing Wave Guard (On-Hit, 30-40 Cold + 30-40 Bludgeon Damage every 2 seconds for 6 seconds)	Crushing Wave (On-Hit, 30-40 Cold + 30-40 Bludgeon Damage every 2 seconds for 6 seconds)
Air	Earth	BoLaS II	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)
Earth	Air	BoLaS II	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)
Fire	Water	Tempered II	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)
Water	Fire	Tempered II	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)	Elemental Mastery (+1d6 acid, electric, fire, cold, 10-20% for each)
Negative	Positive	Stalemate II	Concordant Opposition: When attacked, Chance (~1%) to gain hps or spell points.	Concordant Opposition: When attacked, Chance (~1%) to gain hps or spell points.
Positive	Negative	Stalemate II	Concordant Opposition: When attacked, Chance (~1%) to gain hps or spell points.	Concordant Opposition: When attacked, Chance (~1%) to gain hps or spell points.
Air	Negative	Vacuum II	Trap the Soul Guard (On-Hit, HD 20 or 30 Version)	Trap the Soul (On-Hit, HD 20 or 30 Version)
Negative	Air	Vacuum II	Trap the Soul Guard (On-Hit, HD 20 or 30 Version)	Trap the Soul (On-Hit, HD 20 or 30 Version)
Air	Positive	Lightning II	Lightning Storm Guard (1-2% Chance of ~600hp damage)	Lightning Strike (1-2% Chance of extra damage, ~600hp)
Positive	Air	Lightning II	Lightning Storm Guard (1-2% Chance of ~600hp damage)	Lightning Strike (1-2% Chance of extra damage, ~600hp)
Earth	Negative	Dust II	Disintegrate Guard (1-2% Chance of extra damage, ~460hp No Save)	Disintegrate (1-2% Chance of extra damage, ~460hp No Save)
Negative	Earth	Dust II	Disintegrate Guard (1-2% Chance of extra damage, ~460hp No Save)	Disintegrate (1-2% Chance of extra damage, ~460hp No Save)
Earth	Positive	Mineral II	Heavy Fortification, +5 Protection	Transmuting, Keen/Impact, Slicing (+1d4 Bleed damage), +8 hardness, +80 durability
Positive	Earth	Mineral II	Heavy Fortification, +5 Protection	Transmuting, Keen/Impact, Slicing (+1d4 Bleed damage), +8 hardness, +80 durability
Fire	Negative	Ash II	Enervation Guard (On-Hit 5% Chance, Enervation, 1d4 Negative Levels, No Save)	Enervation (On-Hit 5% Chance 1d4 Negative Levels, No Save)
Negative	Fire	Ash II	Enervation Guard (On-Hit 5% Chance, Enervation, 1d4 Negative Levels, No Save)	Enervation (On-Hit 5% Chance 1d4 Negative Levels, No Save)
Fire	Positive	Radiance II	Radiance Guard (On-Hit, Light damage 4d6 + Blindness)	Radiance (+4d6 light damage + blindness on crit)
Positive	Fire	Radiance II	Radiance Guard (On-Hit, Light damage 4d6 + Blindness)	Radiance (+4d6 light damage + blindness on crit)
Water	Negative	Salt II	Corrosive Salt Guard (On-Hit to hit your opponent with corrosive salt, for four ticks of 77 damage) 	Corrosive Salt (4 ticks of 77 damage) 
Negative	Water	Salt II	Corrosive Salt Guard (On-Hit to hit your opponent with corrosive salt, for four ticks of 77 damage) 	Corrosive Salt (4 ticks of 77 damage) 
Water	Positive	Steam II	Steam Guard (2d8+8 untyped, every 3-5 hits)	Steam (~20% Chance of 2d8+8 untyped)
Positive	Water	Steam II	Steam Guard (2d8+8 untyped, every 3-5 hits)	Steam (~20% Chance of 2d8+8 untyped)
Air	Fire	Smoke II	Smoke Concealment (20% Blur, Permanent)	Smoke Concealment (20% Blur, Permanent)
Fire	Air	Smoke II	Smoke Concealment (20% Blur, Permanent)	Smoke Concealment (20% Blur, Permanent)
Air	Water	Ice II	Freezing Ice Guard (On-Hit to Freeze Target - Target is Immobilized, Auto-crit)	Freezing Ice (On-Hit to Freeze Target - Target is Immobilized, Auto-crit) 
Water	Air	Ice II	Freezing Ice Guard (On-Hit to Freeze Target - Target is Immobilized, Auto-crit)	Freezing Ice (On-Hit to Freeze Target - Target is Immobilized, Auto-crit) 
Earth	Fire	Magma II	Magma Surge Guard (On-Hit % to Slow & Magma Surge, 3 ticks of ~100 damage each)	Magma Surge (On-Hit % to Slow & Magma Surge, 3 ticks of ~100 damage each)
Fire	Earth	Magma II	Magma Surge Guard (On-Hit % to Slow & Magma Surge, 3 ticks of ~100 damage each)	Magma Surge (On-Hit % to Slow & Magma Surge, 3 ticks of ~100 damage each)
Earth	Water	Ooze II	Sundering Ooze Guard (Chance of Ooze Sunder -5AC, Chance of Summon CR12 Ooze)	Sundering Ooze (Chance of Sunder, Chance of Summon CR12 Ooze)
Water	Earth	Ooze II	Sundering Ooze Guard (Chance of Ooze Sunder -5AC, Chance of Summon CR12 Ooze)	Sundering Ooze (Chance of Sunder, Chance of Summon CR12 Ooze)
